Sunday 3 August 2014

Dragons...! (Part One)

Much as I like dragons, I do sometimes wonder whether there might be other choices aside from the 'big scaly lizard with wings' default. With that in mind, I've rustled up a few interrelated designs that I'll add to this blog over the next few weeks, along with an accompanying scribble. As with my 'Edible Monsters' series, these have been written out in a 1E AD&D format, and for fun I've started off with the 'baddie' version.

Chitinous Dragons

These dragons differ slightly from their better-known bretheren by having a tough chitinous hide rather than scales and leathery skin. They exist in three forms, all of which are very rarely encountered: Dragonling, Lesser and Greater. The Lesser and Greater Chitinous Dragons are both forms of the Chitinous Dragonling. The Dragonling lives for around 200 years, during which time it explores and learns about the world and about magic. After this period, depending on what it has experienced and how it has been treated by other creatures, it chooses either the Lawful Good Lesser form, or the Chaotic Evil Greater form. Note that the terms 'Greater' and 'Lesser' only refer to the dragon's size and not its capabilities, and either lives on for 201-400 years.

After death, the carapace of any form of Chitinous Dragon is greatly prized as a source of +1 to +3 armour, when worked by a suitably skilled individual. Similarly, their wings can be included in the construction of +1 to +3 composite bows.

Unusually for dragon-kind, Chitinous Dragons do not make lairs in caves or similar underground dwellings; rather, they prefer somewhat inaccessible places above ground.

Note to Dungeon Masters: Chitinous Dragons do not pass through ages in the same way as other dragons. Aside from that, their other powers and capabilities are as stated in the section dealing with dragons in the Monster Manual.

CHITINOUS DRAGON (Greater)


FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 12"/36"
HIT DICE: 8-10
% IN LAIR: 50%
TREASURE TYPE:  H, R, S, T
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-8, 1-8, 2-20, 2-16
SPECIAL ATTACKS: Breath weapon, poison sting
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: L (24' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
CHANCE OF:
                Speaking: 50%
                Magic Use: 30%
                Sleeping: 30%

Greater Chitinous Dragons prefer remote forests and woodland, preferably within reach of a lake or similar body of water. Their lairs are usually atop some large ancient tree, with their treasure kept in numerous (2-20), hard to reach nests in the canopy.

Its breath weapon is an acidic gas 6" long, 4" wide and 5" high that attacks organic matter (such as wood, leather, wool, linen, etc) and thus quickly destroys shields, belts, fittings, rope and other such items. A barb in it's very flexible tail attacks with +3 to hit, and any creature struck by it must save versus poison or be paralysed for 2-12 rounds. If the dragon can speak and employ magic, they will know 1-3 Druid spells of 3rd to 5th level.
When attacking, the dragon can opt to fight with a pair of hook-like claws and a bite, a breath weapon, or with a poisonous sting.

Description: The Greater Chitinous Dragon resembles a giant cranefly (albeit one with a long, whip-like tail), covered in a multitude of thorny barbs, and carried aloft via two pairs of opaque wings. Their chitin can be made up of a wide variety of colours, as some of their kind prefer subtle camouflage whilst others employ garish, pie-bald patterns of several hues. Those that can speak do so with a harsh, buzzing tone. If two are encountered, it will be a mating pair.

Monday 30 June 2014

Orcs...!

I have to admit that I've always been more impressed with the depictions of Orcs in the Bakshi version of Lord of the Rings than with those in the more recent LotR films. I think this may be to do with the fact that they tallied more with my mental image of them from reading the books. That said, this was also partly tempered by the way they were depicted in miniature form by Citadel, Ral Partha and Grenadier Models. All of this blended together around the same time I started playing D&D in 1982, as it was also the first time I saw the Bakshi film (via rental video) and became aware of the various minis.

Since then in my mind's eye I've tended to see Orcs as more akin to a Gigantopithecus skull, barely covered with flesh. Something along these sorts of lines:

If anything, these probably need to be more gaunt and thinly-fleshed. And have tusks...

That said, recently I've found myself becoming more interested in the 'pig faced' versions as depicted in the 1E Monster Manual. I'm not sure why, particularly as when first seeing them way back when, I thought that they didn't seem... well... 'Orcish' enough. But after recently having a go at drawing Orcs in that particular vein, I can sort of see where David C. Sutherland III and Gary Gygax were heading with their ideas. Their Orcs are skewed more to being like boars, as least as far as looks are concerned from the neck up. The overall shape of their heads do suggest something like a fleshed boar skull.

With that in mind, I have been working on some scribbles that go with the boar theme. For example, here are a few 'pig-like' examples:


And here's one that is a tad more 'streamlined':


I've also had a go at a full-body depiction, taking my cues from the 1E Monster Manual:


This version goes with the studded leather and polearm theme more common to 1E Orcs. And by taking my cue from Sutherland's drawing it also seems to be a mixture of historical nods at, say, Vikings and possibly Babylonians.

I think I'll come back to doing a few more scribbles along these lines, and maybe also the Gigantopithecus versions. In the meantime, Fractured Miniatures do some rather nice pig-faced Orc minis that are worth having a look at. Their Orcs are a tad tubbier than mine and they have interesting boar-like faces.

Saturday 17 May 2014

Edible Monsters - Part Six

This week's monster prefers to seek out very particular victims...


WITCHES' NEST

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 6
% IN LAIR: 50%
TREASURE TYPE:  E
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Blinding. Cold and fire do not harm
MAGIC RESISTANCE: Immune to fire and cold spells
INTELLIGENCE: Animal
ALIGNMENT: Chaotic Evil
SIZE: M (7' dia.)
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

Witches' Nests are malevolent creatures that appear to be a dense, weed-like bush in form festooned with oddly-shaped pods. They live only in dungeons and similar places, particularly wherever evil magic has been practised. They are especially dangerous to Magic Users or anyone in possession of a magic item, as they are drawn to magical forces. When attacking, they lash out with 6' whip-like thorny limbs, and a successful hit will paralyze their victim if they fail a save vs. paralyzation. Although immune to fire and cold, it can be harmed by electrical attacks. Should the nest lose 75% of its hit points, it will cause its pods to create a great deal of blinding light (as per a Continual Light spell) and endeavour to retreat. If killed, the greater mass of the Nest will quickly become dessicated and wither away to dust, but 8-64 pods will remain along with whatever treasure has been left by previous victims. If the pods are dried, crushed to a powder and added to water, drinking the resulting mixture grants infravision for 1-4 hours to anyone who does not possess this ability. Those that do already possess that ability will find its range doubled for 1-4 hours. However, 12 pods are required per mixture and it may only be taken once every 24 hours.

Description: Witches' Nests are an unruly mass of fibrous matt black limbs, with blood red thorns. Its pods are yellow and resemble indistinct, misshapen faces

Saturday 10 May 2014

Edible Monsters - Part Five

This week's monster may perhaps make an interesting addition to a cave or tunnel entrance...


TITANS' TEETH

FREQUENCY: Very Rare
NO. APPEARING: 4-16
ARMOR CLASS: 5
MOVE: 1/8"
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S to M
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

Titans' Teeth are a fungus most often found growing in rocky places, stone ruins, caves and tunnels. Certain rumours state that they can also be found on old battlefields and other places of conflict, and will slowly make their way toward any decaying flesh. Their outer shell is quite tough and a great deal of work is needed to break one apart. When this happens, there is a 30% possibility that any exposed skin will be pierced by tiny shell fragments, although this will cause no immediate sensation of pain or discomfort. If this occurs, the skin will start to erupt in 1-4 hours with small, tooth-like growths that will cause a great deal of maddeningly painful itching. Only Cure Light Wounds will rid the victim of such growths which, if left to grow, will slowly and painfully consume the victim in 8-64 days. The main reason that any creatures make such an effort to break Titans' Teeth is because of the spongy, bread-like matter that makes up the core of each growth. This has a pleasant sweet taste and is very nutritious, a pound of which is equivalent to 2 day's good rations. A single 'tooth' will contain 1-8 pounds of such matter.

Description: Titans' Teeth grow in curved rows, and look exactly like a set of human incisors and canines, although much larger in size (at least 2' tall). If found in caves, tunnels, or similar environments it is possible to find a set growing down from above as well as from below. Their outer shell is pearlescent white and smooth, whilst inside they are a dark yellowish-green. They have a somewhat fibrous root system, which is deep red in colour.

Next week: the Witches' Nest...

Friday 2 May 2014

Edible Monsters - Part Four

This week's monster is an unusual plant that could prove useful to adventurers - as long as they're wary of its defences...


TRAITOR'S HAT

FREQUENCY: Rare
NO. APPEARING: 2-4
ARMOR CLASS: 9
MOVE: 0
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil

The Traitor's Hat can be found in dense, dark woodland, caves, or dungeons. No-one is sure how this insectivorous plant gained such an unusual moniker, although it may be derived from that fact that Stirges sometimes use them as nests. There is a 50% possibility that 1-6 Stirges will be encountered with the Traitor's Hat, although evidence of their residence will be made obvious by the detritus of dead insect parts spread over a 20' wide area around the plant (Stirges always discard such rubbish when nesting). Traitor's Hats consume a variety of insects (including some giant varieties) which they lure using a pleasantly pungent, syrupy liquid pooled in a hollow at the topmost part of their bodies. Their victims are quickly poisoned by this substance and then drop down into the lower part of the plant, which derives sustenance from their decaying remains. The liquid is also poisonous to most other creatures that drink it (including humans and demi-humans) and should be treated as a Type B ingestive posion. However, if the hollow is carefully pierced several times, the liquid slowly percolates down through the body of the plant (a process that takes 1-3 hours) and around 1/2 of one pint can be collected underneath. The poison is thus negated, and anyone consuming all of this half pint will not require food nor drink for a 24 hour period.

Description: The Traitor's Hat is approximately 6' tall and has a conical body with a small hollow at its topmost part. Colors range from vivid orange to dark crimson. The body is supported by a stalk, which is black or dark blue in color.

Next week: Titan's Teeth...

Tuesday 29 April 2014

Cthulhu is not an octopus... Part 3

Further to my previous drawing (here) and my initial discussion about Cthulhu not being and octopus (here), below is another quick drawing:


Note the lack of tentacles (and suckers) - I've tried to depict what Lovecraft described as 'a mass of feelers'. I may have a few more tries along similar lines, but Cthulhu rarely sits still long enough for his... er, its... portrait...

Saturday 26 April 2014

Edible Monsters - Part Three

This week's monster adds something a little crunchier to your diet...


STELGWIT

FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 3 hit points
% IN LAIR: 15%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2, 1-6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (18" tall, 1' dia.)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil

Stelgwits are spider-like creatures that are most at home in cold, dark places. They shun heat and light, whilst their primary foodstuff seems to be water and other fluids that seep from stone and organic matter. Their many legs are arrayed around a central hub which contains their rudimentary brain, mouth and other internal organs. Fast and able to climb over most surfaces, they are very hard to catch and are usually hunted with nets. Anyone trying to grab a Stelgwit with their bare hands will expose themselves to the poison it excretes from its limbs, although this is not particularly powerful (add +4 to saving throw die roll). If a lair is discovered, there will be around 5-50 creatures of various sizes and in such cases their poison can cause 1-6 hit points of damage (if a standard saving throw vs. poison is failed). As Stelgwits are very averse to heat, proximity to flames from torches and similar fires will cause them to become paralysed. If subdued in such a way and then roasted on an open flame for 5 minutes, the Stelgwit's poison is driven off and its legs become edible. They are crunchy and have a strong savoury, nutty flavour. Consuming 2-3 creatures is enough to replace half a day's rations.

Description: Stelgwits are a pale yellow-white, similar to bone. When cooked, they become a deep reddish brown.

Next week: the Traitor's Hat...